If a Planeswalker Is Exiled Can You Use Its Loyalty Again?
The nearly powerful beings in the universe of Magic: The Gathering are the planeswalkers. These foreign beings can travel freely across the multiverse and wield a vast array of magicks that make your standard beast - even the most impressive ones - look like chumps. The best MTG planeswalkers are the ones that can ascend beyond the confines of what they think is possible, and go on to do greater things than anyone ever imagined.
MTG best planeswalkers
- Gideon, Ally of Zendikar: Ally of value.
- Oko, Thief of Crowns: You're an elk now.
- Teferi, Hero of Dominaria: Absolutely non.
- Karn Liberated: We can try this once again on my terms.
- Ugin, the Spirit Dragon: No to everything.
- Jace, the Mind Sculptor: I'm in control here.
- Wrenn and 6: Sorry, what?
- Nissa, Who Shakes the World: We put some mana in your mana then that you can make more mana with your mana.
- Sorin Markov: That was easy.
- Liliana of the Veil: No resources for yous.
Information technology's not simply in Magic: The Gathering'south lore that planeswalkers are overpowered. Enough of them are obnoxiously powerful in the game itself, besides. While not every 1 of these cards gets to become a staple of a format, they tend to all have some kind of ability, or a combination thereof, that ends upwards overcharging i playstyle or another.
The planeswalkers in this listing are the ones that accept proven their worth countless times. All of these cards have been an integral role of ruining someone's day at some point in time and, generally, players will have looked at them with disdain (providing they weren't the one playing them).
i. Gideon, Ally of Zendikar
Ally of value

Gideon has always been a adequately decent planeswalker in MTG thanks to his power to become a creature, plow sideways and only slam into nearly annihilation without having to worry nearly it. His invulnerability and usefulness as a creature alongside whatever the supporting abilities were always fabricated him proficient, simply Gideon, Ally of Zendikar was not bad.
This version of Gideon could non but become a creature and throw down, but spit out ii/2 creatures too. Even that's not what made him really special. What pushed him into well-nigh every worthwhile deck effectually the fourth dimension of his release in 2015's Battle for Zendikar was the fact that he could lay down an keepsake, which permanently buffed every brute on your side of the field with one extra point of ability and toughness. What fabricated this even more absurd was the fact that you could do it as soon as you played him if you wanted to.
ii. Oko, Thief of Crowns
You lot're an elk now

Oko is a thirst trap. At present that'southward out of the style, let's talk about this utter pain in the barrel of a card. Oko is abrasive to play against for a few reasons. For starters, he only costs three mana but comes in with 4 loyalty (his health, basically) and tin can immediately put himself up to vi loyalty. This makes him very hard to kill, because most creatures at this point of the game can't bargain six harm in 1 hit. That'south ho-hum.
The other affair that makes him hard to deal with is his abilities. Making a food token (which is an artifact) isn't much, but his other plus power lets him plough any artifact or brute into a iii/three Elk. That big scary monster your opponent has? Information technology'south now an Elk. He can likewise swap an antiquity or creature y'all control with a beast your opponent controls. That means you can give your foe a bit of food in exchange for a beast, and that's simply kind of mean.
3. Teferi, Hero of Dominaria
Absolutely non

Teferi kind of disappeared from a lot of players' minds for a long fourth dimension. While he was always a absurd character, it wasn't really until Dominaria came out in 2022 that he cemented himself every bit a worthwhile menu, at least outside of Commander.
Hero of Dominaria is one of the most perfect command cards in existence. It lets you depict cards, helps you proceed mana up to bandage counterspells, removes threats from the battleground and somewhen gives you an emblem that lets yous exile everything your opponent controls. It'southward a true horror to face up off against because it normally means you lot're going to lose - but probably not for another xx minutes.
4. Karn Liberated
Nosotros can attempt this again on my terms

Karn Liberated is a colourless bill of fare that a lot of Modern players know and fear. He's the crown jewel of a deck known as Tron, which assembles three lands (the Urza lands) that give you a total of seven mana on turn three if all goes well. Karn happens to cost vii mana. This isn't a bill of fare y'all want to meet ever really, but especially not so early on in a game.
Karn can exile cards from your manus, exile permanents from the battlefield and, somewhen, restart the game with the controlling player able to put everything that Karn has exiled into play nether their command. Information technology feels an awful lot like cheating and, while the grapheme of Karn is great, nobody likes this planeswalker menu who isn't playing it.
v. Ugin, the Spirit Dragon
No to everything

Ugin is another colourless planeswalker that generally heralds the end of the game in one case they're played. They cost 8 mana, but each one of their abilities is pretty incredible. Their +ii ability lets them bargain 3 damage to any creature or player. You can easily end off a player with that alone. Their 2nd ability is the i that often feels the most unfair, though, equally it lets them exile all permanents below a certain mana cost (of your choosing) that has one or more colours.
Finally, their ultimate allows you to gain vii life, draw seven cards then put vii permanents into play for gratis. Honestly, you're rarely going to encounter that power used outside of Commander games, but it'southward i hell of a flex whenever yous do run into information technology.
six. Jace, the Mind Sculptor
I'm in control here

Jace was the poster boy of Magic: The Gathering for a very long fourth dimension. With a card like this, it's very easy to run across why. For only four mana you lot get access to a planeswalker with four abilities, which is notwithstanding rare even now. Yous can make up one's mind whether or not yous desire your opponent cartoon their side by side carte du jour, choose to draw a card of your choice from your top iii cards or return a creature dorsum to its owner's paw.
You can likewise exile all cards from a player's library. They then take to shuffle their hand into their library, which means they ordinarily have nothing to do but wait until they've drawn themselves out of the game. Each of these abilities is powerful - together, they make Jace, the Heed Sculptor one of the best planeswalkers in MTG by a fairly large margin.
7. Wrenn and Six
Sorry, what?

Wrenn and Six are a tree and a person. We think. They're also only 2 mana, which is incredibly inexpensive for a planeswalker given how many options each one gives the thespian. In this case, you can return a land carte from your graveyard to your hand, deal one impairment to whatsoever target and give yourself the ability to recast instants and sorceries in your graveyard.
None of these abilities is necessarily preposterous on their own, merely each gives a unlike option - and in formats such as Modern and Legacy (the latter of which this card is banned in) they build up into an insurmountable advantage.
8. Nissa, Who Shakes the Earth
We put some mana in your mana so that you lot can brand more mana with your mana

Dark-green is the colour of ramp, which is when you lot end up with far more mana than you lot're meant to have. It's also one of the best colours for weaponising your land. Nissa, Who Shakes the World might just be at the pinnacle of both of these things, and she doesn't even have to try.
But by being on the battlefield she makes every Forest generate i extra green mana. Her showtime activated ability lets her place counters on a country to turn it into a creature with Vigilance and Haste. Her second power non only makes all of your lands indestructible, just also lets you put whatever number of Forest cards from your library into play. It'due south ramp to the nth caste, and it makes her kind of obscene.
9. Sorin Markov
That was easy

Most of these planeswalkers are on the list because they're good in more one format. That's not the case with Sorin Markov, just in Commander, Sorin is a hard card to beat. This is because of two of his abilities in particular.
His first ability, which deals two damage and gives you ii life, is good but non game-ending. However, his next ability - and this is the i you'll probable run across used - makes a target opponent's life total 10. At that place's very picayune you can exercise to combat this considering it tin can be used the turn he is played. This means your twoscore life points, the total you start with in Commander, is suddenly a quarter of that. On height of that, his ultimate allows you to accept control of a player during their next plough. It's all quite giddy, only in the best possible way.
x. Liliana of the Veil
No resources for you

Our final planeswalker is none other than Liliana of the Veil. She's a mainstay, along with Wrenn and Vi, in a Jund deck in Modern that is both absurdly expensive and ridiculously powerful. Her abilities are all nearly reducing the resources your opponent has. She makes people discard cards, cede creatures and eventually choose around half of their permanents to cede.
She's not flashy, simply she gets the task done in a style that is very hard to fence with. She'll likely always exist a office of the most powerful decks in MTG, and she should always appear on any listing that has the best planeswalkers on information technology equally a result.
Source: https://www.dicebreaker.com/games/magic-the-gathering-game/best-games/mtg-best-planeswalkers
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